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Posted (edited)
1 hour ago, 16wang said:

Have already finished this mod,thank you for bringing us this marvelous mod.Long quest mods for Fallout 4 are really rare . Your mod bring us an excellent story and all kinds of aaf content I can imagine,only your Nuka ride and CS can achieve that.Have found that you played slaverun before.In my opinion,CS's true ending is better than slaverun's ending about destroying slave ring. The characters like Gristle,Dwyane,They have complex personalities and motives, and the characterization is very profound.

And there is a little bit blemish frustrated me in this mod.Many quests contain following someone to somewhere.It is really gruelling  to follow the Bomb brothers.They are so aggressive that they can chase enemies for a quite long distances, even if they have strayed far from our intended route.I must follow them really close or died.After defeat the enemy, they can walk really slow to destination.It's a bit of a waste of time.

By the way,I met some problems when I try to start NukaRide after finished Commonwealth slaver.I talk to Charon and he didn't bring me to Nuka world after talking.And sex with him doesn't work too,nothing happened and no aaf scenes played.I found Duke's body outside vault 111.NR's version is 6.3.6, 6.0 can work well in the last save.Is there any chance that CS2 have some conflicts with 6.3?

Anyway thanks again for CS2,looking forward to NR7(maybe).

 

 

 

Thank you very much. As for the Bomb brothers, I can put them the same factions that I put on Gristle, so that they doesn't fight with every human during their walk. 

 

 

NR seems to be missing a nut adjustment to two. I'll see if I can fix it for an upcoming update to improve compatibility.  

Edited by JB.
Posted (edited)

Hey JB  just some tweaks I thought useful, about removing a stool in the whore house that doesn't really need to be there, because it really restricts the traffic going from the Bar/kitchen/shower area and the back rooms.  I disabled it in my own game and I find it really helps the traffic flow.  Formid is xx039ede.  Can I also suggest adding Lindstrom to the teleport list in the mcm, as I did have an occasion where he was stuck in the whore room while the pc was in the tattoo/piercing X and I had to  moveto player.

 

As far as mod conflicts with Nuka ride goes there are only a couple of minor conflicts.  One is with the story manager quest node where conditions from both need to be forwarded to a patch.  A vanilla dialogue is deleted in CS but has some added conditions in NR (I forwarded the NR dialogue.)  There is a camera path change in both mods that are different to each other,  I'm not sure how to handle that in a patch as I don't know if one is more important then the other.  I have a patch made if you want it, CS - NR patch  I also included the stool  and the cigar I mentioned earlier disabled and cleaned with Xedit if you want to modify the CS esp.

 

When I do the next NR playthrough, I'll track any floaters I find and send it in a patch as well.  That won't be soon though.

Edited by sattyre
Posted (edited)
48 minutes ago, sattyre said:

Hey JB  just some tweaks I thought useful, about removing a stool in the whore house that doesn't really need to be there, because it really restricts the traffic going from the Bar/kitchen/shower area and the back rooms.  I disabled it in my own game and I find it really helps the traffic flow.  Formid is xx039ede.  Can I also suggest adding Lindstrom to the teleport list in the mcm, as I did have an occasion where he was stuck in the whore room while the pc was in the tattoo/piercing X and I had to  moveto player.

 

As far as mod conflicts with Nuka ride goes there are only a couple of minor conflicts.  One is with the story manager quest node where conditions from both need to be forwarded to a patch.  A vanilla dialogue is deleted in CS but has some added conditions in NR (I forwarded the NR dialogue.)  There is a camera path change in both mods that are different to each other,  I'm not sure how to handle that in a patch as I don't know if one is more important then the other.  I have a patch made if you want it, CS - NR patch  I also included the stool  and the cigar I mentioned earlier disabled and cleaned with Xedit if you want to modify the CS esp.

 

When I do the next NR playthrough, I'll track any floaters I find and send it in a patch as well.  That won't be soon though.

 

I deleted the cigarette when you told me about it and it turns out that the damn cigarette has scripts so I had to put it back. 

 

Which vanilla dialog is deleted in CS? ? Alright, checked it. It's the greetings from the DC guards. Eh, it was an accident I guess. I'll correct it for the next update. The greetings are blocked while the character is a slave, but that should change the character is free. 

 

NR and CS have a Camshot with a common name but different IDs. Same with the story node, the conditions are simple and separated by mod, I don't understand why there should be a conflict. Are you doing some kind of bashed patch? Don't do it. I don't recommend doing that neither for NR nor for CS. 

 

My recommendation - rather my command - is don't do it. 

 

I deactivated the stool, though. If you tell me it improves the flow then I believe you. I think I know which one is. 

Edited by JB.
Posted

I do a ton of editing with Xedit.  I don't know if the Camshot creates any issues between the mods, I just know it shows as a conflict with Xedit.  Often conflicts can be ignored, but they can also often be combined so edits from both mods work.  I do use a bashed patch, but that isn't the problem.  An unedited bashed patch is the issue.  I usually edit the bashed patch after it's made because it often forwards vanilla edits that aren't wanted.  Bashed patches have their uses, but for me they are just a shortcut to making my own patch.

 

LOL on the damned cigerette.  I bet the script is for smoke.  The stool is the one closest to Lindstoms bar.  I haven't seen it used by the mod unless it's by a sandboxing npc, and they'll just find another stool if that one is gone.

Posted

When I do the Fighter quest, every time my character gets hit, she instantly kneels and puts her hands up and I can't do anything.

Posted (edited)

Hi,

I played this Mod now completly to the True End.

I liked it.  

Rating 4/5.

It was an Expierence to Play, but it was longer than expected. 

I also did often Save because i was afraid the walk. You now how buggy it can be.

But most of the time the walks worked without a Problem. Here and there some Pathing Issue were the Leader NPC runs back and forward and then finds the right path.

Playtime was about 8-9 Hours.

Now i will play the Nuka Ride with this Character should i remove my Tattoss because the Nuka Ride also adds Tattoos to my Character could there be a Problem?

Or should i change something before i will to this Quest Chain?

 

I also Post a Bug Report with all the Bugs i got, maybe it helps you:

I played the Following Version 2.0.2.

I had Following Bugs:

------------------------------------------------------------------------

White Void in the Whorehouse. I activated the Command Precullen and Precombined and download extra mod which i loaded it at the End to enable this settting.

It did not fix it, because the Problem was the BYOP Patch was loaded above the Commenwealth Slaver Main Esp. After i reorder the mod List the whorehouse was fixed

------------------------------------------------------------------------------------

On The Quest the Scientist, the Target Alpha Dog was spawned it the far right top. So the Timer 10 Hours was always running out until i got to Lexington back and the Minutemen Part begins.

I then stoped the Timer with MCM, and then could reach Lexington safely.

----------------------------------------------------------------------------------

Some Overlapping Landscape issues and floating trees in the Slaver Valley.

Nothing Game Breaking.

-----------------------------------------------------------------------------------

When i did the Whorehouse Customer Quest you have to clean between Customers and for some reason nomally there should be the Animation at the Mirror, but this broke and i could not move my Character and she was frozen. I had to relaod an older Save before the Customer and choosed a different one and the Same Bug happend.

So i reloaded an older save and took another customer and i got the Same Problem but i waited a little longer, this then fixed the Problem. I also activated in the MCM the Regain Player Control Option. 

----------------------------------------------------------------------------------

When i started the First End Quest Harvester, i got in an Timeloop were I had to to the dog Training, but Lindstrom comes to tell you about the Guest and broke the Animation so i did not start then i always had the Dialogue with Lindstrom why i did not train. Even when i tell Lindstrom i do it now, the animation did not start. So try the same Solution like the other Problem: Reload and the Wait a little bit longer.

----------------------------------------------------------------------

I also had a bug when you first time playing the Scrapper Quest. The Dog i had to follow was in Corvega near Jared and after i talk to it nothing happens so reload a save before i reached the Laundrymat and after i get out the Dog was in the Right Place and leads me succesful back to the whorehouse

--------------------------------------------------------------------

EDIT:

I forgot i also had the Fighter Bug in Cage where Nobody comes so i had to use the command to fix it.

------------------------------------------------------------------------------------------------------------

Edited by scyth
Posted (edited)

Hi JB
Apologies if its not technically possible, but is there anyway for Declan to comment, when seaching you whenever you go back into the WH, to comment on your level of dirt, and/or the level of "other biological excresences"? Especially if hes patting you down, and assumedly not wanting to get any of it on himself? 
Is it also possible for him to ignore all but the most INDEPTH search, if your character is NOT allowed to wear clothes? Preferbaly as a message box, rather than tha animation, since I've now read the text if you repeat the truce mission, and the consequences of too many rear-end collisions, and that seems rather.....fitting. 
Regarding toilets, where does all that free fertiliser go? Especially with such a poor diet, I imagine there may be literall rivers of it free for all (farmers especially) AND for recalcitrant slaves/non-payers/uppity raiders. You added a pretty cool moment+animation when Nuka Ride Nora sends a message on behalf of someone else. 

 

And I forgot youve said its finished bar fixes etc, sorry

 

Edited by Beerbatty
Posted
1 minute ago, AAAA76 said:

When I do the Fighter quest, every time my character gets hit, she instantly kneels and puts her hands up and I can't do anything.

sounds like you have violate or hardship and you are surrendering.  The default hit point loss to surrender is set at 50% so turn it down to 10%.  Its clearly set too high if that's the issue.

Posted
31 minutes ago, Beerbatty said:

Hi JB
Apologies if its not technically possible, but is there anyway for Declan to comment, when seaching you whenever you go back into the WH, to comment on your level of dirt, and/or the level of "other biological excresences"? Especially if hes patting you down, and assumedly not wanting to get any of it on himself? 
Is it also possible for him to ignore all but the most INDEPTH search, if your character is NOT allowed to wear clothes? Preferbaly as a message box, rather than tha animation, since I've now read the text if you repeat the truce mission, and the consequences of too many rear-end collisions, and that seems rather.....fitting. 
Regarding toilets, where does all that free fertiliser go? Especially with such a poor diet, I imagine there may be literall rivers of it free for all (farmers especially) AND for recalcitrant slaves/non-payers/uppity raiders. You added a pretty cool moment+animation when Nuka Ride Nora sends a message on behalf of someone else. 

 

And I forgot youve said its finished bar fixes etc, sorry

 

The ideas are good. But as I said the mod is closed, I just want to do maintenance on it to leave it in the most solid state possible.  

Posted
38 minutes ago, scyth said:

Hi,

I played this Mod now completly to the True End.

I liked it.  

Rating 4/5.

It was an Expierence to Play, but it was longer than expected. 

I also did often Save because i was afraid the walk. You now how buggy it can be.

But most of the time the walks worked without a Problem. Here and there some Pathing Issue were the Leader NPC runs back and forward and then finds the right path.

Playtime was about 8-9 Hours.

Now i will play the Nuka Ride with this Character should i remove my Tattoss because the Nuka Ride also adds Tattoos to my Character could there be a Problem?

Or should i change something before i will to this Quest Chain?

 

I also Post a Bug Report with all the Bugs i got, maybe it helps you:

I played the Following Version 2.0.2.

I had Following Bugs:

------------------------------------------------------------------------

White Void in the Whorehouse. I activated the Command Precullen and Precombined and download extra mod which i loaded it at the End to enable this settting.

It did not fix it, because the Problem was the BYOP Patch was loaded above the Commenwealth Slaver Main Esp. After i reorder the mod List the whorehouse was fixed

------------------------------------------------------------------------------------

On The Quest the Scientist, the Target Alpha Dog was spawned it the far right top. So the Timer 10 Hours was always running out until i got to Lexington back and the Minutemen Part begins.

I then stoped the Timer with MCM, and then could reach Lexington safely.

----------------------------------------------------------------------------------

Some Overlapping Landscape issues and floating trees in the Slaver Valley.

Nothing Game Breaking.

-----------------------------------------------------------------------------------

When i did the Whorehouse Customer Quest you have to clean between Customers and for some reason nomally there should be the Animation at the Mirror, but this broke and i could not move my Character and she was frozen. I had to relaod an older Save before the Customer and choosed a different one and the Same Bug happend.

So i reloaded an older save and took another customer and i got the Same Problem but i waited a little longer, this then fixed the Problem. I also activated in the MCM the Regain Player Control Option. 

----------------------------------------------------------------------------------

When i started the First End Quest Harvester, i got in an Timeloop were I had to to the dog Training, but Lindstrom comes to tell you about the Guest and broke the Animation so i did not start then i always had the Dialogue with Lindstrom why i did not train. Even when i tell Lindstrom i do it now, the animation did not start. So try the same Solution like the other Problem: Reload and the Wait a little bit longer.

----------------------------------------------------------------------

I also had a bug when you first time playing the Scrapper Quest. The Dog i had to follow was in Corvega near Jared and after i talk to it nothing happens so reload a save before i reached the Laundrymat and after i get out the Dog was in the Right Place and leads me succesful back to the whorehouse

--------------------------------------------------------------------

EDIT:

I forgot i also had the Fighter Bug in Cage where Nobody comes so i had to use the command to fix it.

------------------------------------------------------------------------------------------------------------

Thank you for the detailed analysis. I think I can fix one or two things (the alpha dog spawn, and Lindstrom's thing with dog training). 

 

As for the tattoo thing, I think it won't be aesthetically pleasing to have so many tattoos to start Nuka Ride. There won't be any problems, it's just an aesthetic thing. 

 

For me the canon would be to erase all your tattoos with Dwayne. 

 

But personally, my character will not go to Nuka World, since she is now forged as a heroine. Her path would rather be vanilla. 

Posted
On 8/7/2023 at 9:08 AM, JB. said:

Towards the end (true ending) if you decide to keep your addiction, the game will run a script to put those jets in containers.

But it's still an excellent idea. I'll include it in today's update.

 

@just2clinks That means you are missing a hard requirement. Double check my list of requirements.

oh wow! thats awesome! thanks for letting me know. I'm really enjoying the mod

Posted
1 hour ago, JB. said:

But personally, my character will not go to Nuka World, since she is now forged as a heroine. Her path would rather be vanilla. 

Yeah I have the same reaction.  I tried to do nuka ride after with the last CS run, but I just couldn't mold into the bimbo with the overboss.  It just didn't fit with how  I played the PC had endured CS.  She would never voluntarily put herself into that position again, and that's what the overboss requires.  CS definitely leads me to the vanilla route.  I could definitely reverse the order though.  Nuka Ride first and then CS.  Not sure how we would deal with the tattoos and brands from NR.

 

I'm almost finished with the MOFAM play through.  Mostly it's gone well.  I'm having a little trouble with the dog not showing up initially for cs scaver.  It's waiting for you after the Bomb boys are done with you though.  He also isn't going into the Whore house, so no training on awakening.  I'm just about to dive into Xedit and see if I can find a reason for it and an issue with cs threat not engaging.  Lindstrom gets you ready for the quest, but then it doesn't engage, so something is interfering.  Hopefully i can find out why.  So far, that's the only quest I've had a real issue with.  I have to setstage to 100 to get it to engage. 

If you don't know, MOFAM is a large modlist.  I have 466 active esps with another 100 or so merged.  I had no troubles with CS at all with my much smaller test build.

Posted
2 hours ago, sattyre said:

sounds like you have violate or hardship and you are surrendering.  The default hit point loss to surrender is set at 50% so turn it down to 10%.  Its clearly set too high if that's the issue.

My Violate one is set to 5% but I haven't checked Hardship

Posted (edited)
2 hours ago, JB. said:

The ideas are good. But as I said the mod is closed, I just want to do maintenance on it to leave it in the most solid state possible.  

Yes its my fault, I always meant to add suggestions way back and never did!

 

Edited by Beerbatty
Posted
2 hours ago, sattyre said:

sounds like you have violate or hardship and you are surrendering.  The default hit point loss to surrender is set at 50% so turn it down to 10%.  Its clearly set too high if that's the issue.

Also an option in "Deviously Cursed Wasteland - had the same problem and thought Violate or Harassement was glitched

 

Posted
30 minutes ago, AAAA76 said:
3 hours ago, sattyre said:

sounds like you have violate or hardship and you are surrendering.  The default hit point loss to surrender is set at 50% so turn it down to 10%.  Its clearly set too high if that's the issue.

My Violate one is set to 5% but I haven't checked Hardship

You should probably turn off violate and hardship in the mcm while playing CS, because they can interfere and are kind of redundant while playing CS.  There is enough going on with only CS and you are rarely ever going to be in a position for them to work for you anyway.  There are a couple of quests, like cs Threat and cs Roaming, that you may want to turn violate back on for.

Posted

I have just repeated an old problem.  I reported a missing bed and suitcase in the whore house back on July 20th.  At the time I was transitioning from V1.0.9 to Ver 1.7.1B.  I am now using Ver 2.0.3.  I started a new game and the bed and suitcase are gone again!  I deleted UAP, and re-installed Indarello.  Then I deleted and re-installed CS Ver 2.0.3.  Still no bed or suitcase.  I read my post from July and basically repeated what I did to fix it back then with no luck.  I there something I overlooked that I should do?  Please help! 

Posted

Hi, has anyone encountered this?  I have completed 'The Fighter' quest and have ended up in the small holding cages, the other two slaves were collected by their owners and removed and I end up just standing there.  I just let it run while I went away for a while and an hour later nothing has changed, I'm just waiting in the cage listening to two raiders complain.  I tried the teleport Gristle and murphy but these only work outdoors.  How to I get Jared to let me out?

Posted
6 minutes ago, robert.marquis said:

I have just repeated an old problem.  I reported a missing bed and suitcase in the whore house back on July 20th.  At the time I was transitioning from V1.0.9 to Ver 1.7.1B.  I am now using Ver 2.0.3.  I started a new game and the bed and suitcase are gone again!  I deleted UAP, and re-installed Indarello.  Then I deleted and re-installed CS Ver 2.0.3.  Still no bed or suitcase.  I read my post from July and basically repeated what I did to fix it back then with no luck.  I there something I overlooked that I should do?  Please help! 

UAP or Indarello have nothing to do with the location of the bed. But when you find the culprit let me know. I have started a hundred times and the bed is always in its place. But I play with just over 100 mods and none edit furniture. I know that many play with more than 300 or 500 mods.

Posted
Just now, Umbopo65 said:

Hi, has anyone encountered this?  I have completed 'The Fighter' quest and have ended up in the small holding cages, the other two slaves were collected by their owners and removed and I end up just standing there.  I just let it run while I went away for a while and an hour later nothing has changed, I'm just waiting in the cage listening to two raiders complain.  I tried the teleport Gristle and murphy but these only work outdoors.  How to I get Jared to let me out?

It's a recurring problem and I'll definitely look at it tonight. But could you test something? Yesterday morning I uploaded a new version 2.0.3 (I only widened the Corvega navmeshes). Install it and let me know if this works for you.

 

  1. Install.
  2. And reload a save before they send you to the cage.
Posted
1 hour ago, sattyre said:

You should probably turn off violate and hardship in the mcm while playing CS, because they can interfere and are kind of redundant while playing CS.  There is enough going on with only CS and you are rarely ever going to be in a position for them to work for you anyway.  There are a couple of quests, like cs Threat and cs Roaming, that you may want to turn violate back on for.

I turned them off and am still getting the bug where my character just puts their hands up and sits there while they get beat up. Their health also seems to not be dropping at all.

Posted
4 minutes ago, AAAA76 said:

I turned them off and am still getting the bug where my character just puts their hands up and sits there while they get beat up. Their health also seems to not be dropping at all.

Write this down and let me know if it keeps happening to you. It is a script that is only activated when whipping is started, and deactivated when whipping is finished. Do you remember if you did anything that might have bugged a whipping session?

 

CQF _CS_Main EndPunishment

 

Posted (edited)
29 minutes ago, JB. said:

Write this down and let me know if it keeps happening to you. It is a script that is only activated when whipping is started, and deactivated when whipping is finished. Do you remember if you did anything that might have bugged a whipping session?

 

CQF _CS_Main EndPunishment

 

Not that I know of. I just cheated by setting the enemy slave's health to 1 and getting a hit in first because I couldn't figure out the issue. Now I can't get out of the cage you're put in at the end of the mission because no one is coming to unlock it.

Edited by AAAA76
Posted (edited)
3 minutes ago, AAAA76 said:

Not that I know of. I just cheated by setting the enemy slave's health to 1 and getting a hit in first because I couldn't figure out the issue. Now I can't get out of the cage because no one is coming to unlock it.

Test with the new version I uploaded yesterday. 

 

  1. Install.
  2. And reload a save before they send you to the cage.

 

Capturadepantalla2023-08-0823_36_25.png.e553c3ec3884105abda0dd4077993398.png

Edited by JB.
Posted
5 hours ago, AAAA76 said:

I turned them off and am still getting the bug where my character just puts their hands up and sits there while they get beat up. Their health also seems to not be dropping at all.

hmm do you have Deviously Cursed Wasteland (DCW) mod installed?

if you do, did you turn combat surrender off in it.  turning off combat surrender in DCW is done by either console command or installing

and using the MCM from the Cursed Wasteland MCM mod.  for the specific console command check the DCW support topic.

this sound very similar to an issue i ran into when i first started playing with DCW.  i found that turning DCW combat surrender off in pre-war Sanctuary

worked best for me, and i use Violate/Harassment to handle that type of thing.  DCW, Violate, and Harassment should be turned off while playing CS.

 

hope the information helps someone.

 

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